precision mediump float;
varying vec3 vertexNormal;
varying vec2 vertexUV;
uniform sampler2D globeTexture;

void main() {
    float intensity = 1.05 - dot(vertexNormal, vec3(0,0,1.0));
    vec3 atmosphere = vec3(0.3,0.6,1.0) * pow(intensity, 1.5);
    // float intensity = pow(0.6 - dot(vertexNormal, vec3(0,0,1.0)));
    // gl_FragColor = vec4(0.3, 0.6, 1.0, 1.0) * intensity;
    gl_FragColor = vec4(atmosphere + texture2D(globeTexture, vertexUV).xyz, 1.0);
}
